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How is sensor jamming ruled in the core rules?
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hongxiquan
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Joined: 26 Sep 2014
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PostPosted: Tue Oct 14, 2014 12:35 pm    Post subject: How is sensor jamming ruled in the core rules? Reply with quote

So other than the targeting jammer the A wing has, how is sensor jamming dealt with in the D6 system?
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Oct 14, 2014 1:14 pm    Post subject: Reply with quote

The core rules simply state that jamming increases the sensor difficulty by +10 to identify only. There are rules for sensor and comm jamming systems in Pirates and Privateers, mostly as add-on devices for pirate ships.
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hongxiquan
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PostPosted: Tue Oct 14, 2014 1:48 pm    Post subject: Reply with quote

Oh good. Integrating this into starfighter combat is going to be either really cool or really annoying.
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cheshire
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PostPosted: Tue Oct 14, 2014 2:10 pm    Post subject: Reply with quote

Let us know which way it goes.
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hongxiquan
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PostPosted: Tue Oct 14, 2014 2:38 pm    Post subject: Reply with quote

Will do, putting up my rules on my wiki so thoughts, opinions etc are welcomed.

My goal with the way star wars fighter combat is to shake out is that its' basically sci-fi WW2 with random actual high tech elements and fantasy elements.

I for instance don't know if I want to have guided long range missiles (ones that can reroll to hit etc) because if those things exist, crazy starfighter fighting becomes obsolete, because the person with the best guided missiles and the best ECM wins and thats kind of boring.
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garhkal
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PostPosted: Tue Oct 14, 2014 4:26 pm    Post subject: Reply with quote

It is stupid that there is only that +10 modifier for jamming (which equates to 3d worth of sensor masking).

Personally i would have rather had it where the 'jammer' rolls his sensor skill + the scan bonus to create a base diff to be overcome by the sensor operator trying to find you. Much like the blaster-dodge angle, where you can take the range base diff, OR dodge.
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